Metagame Partners in Crime [OM of the Month!]

#1
Partners in Crime
Approved by Chloe. and The Immortal
(Special thanks to Snaquaza for coming up with the idea and letting me take over this meta!)



Welcome to this metagame! This is a metagame based on Doubles OU, but with a twist! The concept was that you "share" your moves and abilities with your partner. This means that you can use your partners moves (aka, eight moves will show up in the selection screen). Additionally, the ability of your current partner will affect you. Say you have a Heatran and a Cresselia in the field, both of them experience Flash Fire and Levitate effects, but if you switch out Cresselia for Nidoking, Heatran loses the Levitate effect and "gains" Sheer Force instead. This means that you can get powerful combinations, but you need to be both skilled at teambuilding and at playing. You need to make sure your team can benefit from each other and has good synergy during teambuilding, however you need to plan ahead while playing to make sure you can get the combinations you want on the field together, so you can sweep.

Banlist: Standard Doubles OU Banlist, Huge Power, Kangaskhanite, Mawilite, Medichamite, Pure Power, Wonder Guard.
Unbanlist: Nothing as of now.
Clauses: Pokemon, Standard Doubles, Team Preview.

FAQ
What happens if Gastro Acid, Skill Swap, Entrainment or any similar move is used?
Since you don't actually have your partner's ability, your normal abilities will be taken into account. This means that the partner's ability is totally unaffected.

What about Trace?
It just copies the ability of one of the opponents.

What if the two Pokemon have the same ability?
The ability won't stack, and thus nothing special will happen.

What happens if both Pokemon know the same move?
It will only appear once.

How do Transform and Imposter work?
They cause you to transform into a Pokemon and copy their original ability and moves, so not those of your partner. Similarly, you'll still be affected by your partners ability and be able to use its moves.

How do Mimic, Mirror Move, etc. work?
They will copy the move regardless of whether the original Pokemon or partner used it.

What happens when abilities overlap? (eg. Refrigerate and Pixilate)
Effects are applied in a random order.

What happens when your partner switches out?
You may not use a move of your partner when it switches out. Whether you use the ability of the partner depends on whether it takes effect before or after switching. Turn order is determined before switching, so if your partner has Prankster, it will take effect, but if it has Tough Claws it will (likely, unless you're using Pursuit) be after switching, so it won't work. It works similarly with the new partner switching in.

What happens with abilities that work upon switching in?
They'll only take effect on a partner if a Pokemon with one of these abilities (Intimidate, Sand Stream, etc.) in on the field and a new partner switches in.

What happens when your partner faints?
After your partner faints, it's abilities will be nullified, but you can still use its move if you chose to use a move of your partner that particular turn. Afterwards you can't use its moves anymore.

What happens when you only have one Pokemon left?
Then you'll only have one ability in effect and only be able to use your own moves.

Is this playable anywhere?
Yep! It's playable on rom so go check it out!

Strategy Ideas
A lot of users have been excited about this Pokemon! It now doubles the defense of your partner as well! However, watch out since it's pretty easy to remove Furfrou with special attacks, in addition to two Pokemon being able to massacre your team at once. Still, could be a powerful pivot!


Landorus-I has a great ability in Sheer Force, which could be very beneficial in this metagame since many Pokemon have moves that can be powered up by it, allowing it assist a lot of Pokemon. It may not be that good in standard doubles, but it'll definitely be more useful here!


In general, immunity abilities have become even better, since you can protect your partner with them as well. Predict an Earthquake? Switch in Cresselia and neither 'mon will be hit. Think that Camerupt is going to use Eruption, go Heatran!


Kyurem-Black could be a threat because it has another great ability to support its partner. Mold Breaker and its clones will help against the many immunity abilities, in addition to ignoring standard ones like Unaware.

Of course, there are many more good strategies and there are even combinations of abilities that could be great when you play well and are able to combine them reliably! Luckily there's a lot to discuss, so go ahead and have fun.
 
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#3
This meta has always been cool to me, even though I don't like Doubles a whole lot. It really changes how the game can be played, which is a really good thing for an OM, I think.

Anyways, at a glance, Araquanid seems like a big threat. Start with a Drizzle mon and a Swift Swim mon and pivot in Araquanid and suddenly you have two mons with Swift Swim and Water Bubble on the field in the rain. Even outside of rain, being able to pass such a powerful ability to a partner is not worth overlooking.
 
#4


Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Focus Blast
- Knock Off / Thunderbolt
- Ice Beam

Tapu Lele @ Life Orb / Terrain Extender
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Protect
- Taunt

Useless combination of ability but these two friends can both stop setups, spam Psycho Boost / Psyshock all day, fire off Moonblast / Focus Blast and Ice Beam out of nowhere and stuff. Probably should be looked at.

--



Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Substitute
- Shadow Ball
- Destiny Bond

Mr. Mime @ Leftovers
Ability: Soundproof
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Protect
- Reflect
- Taunt
- Fake Out

This actually looks very cancerous on paper; Both of the pokemon have Shadow Tag and Soundproof. All you have to do is let Mega Gengar use Perish Song while Mr. Mine uses Fake Out on a threat, spam Protect and Substitute for 3 turns while both Gengar and Mr. Mime are unaffected. Taunt shuts down any potential Trick Room / Tailwind. Against stall or slow teams, this core can take out loads of Pokemon simply with Perish Song. If any of them outlived their usefulness, they can straight press Destiny Bond while the other pokemon uses Taunt, forcing them to attack while they are still trapped. I wouldn't be surprised if Shadow Tag is considered banworthy.

--



Dugtrio @ Leftovers
Ability: Arena Trap
EVs: 240 HP / 16 Def / 252 Spe
Jolly Nature
- Earthquake
- Protect
- Toxic
- Substitute

Whimsicott @ Leftovers
Ability: Prankster
EVs: 196 HP / 96 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Encore
- Leech Seed
- Substitute

These two might not bee as viable due to prevalence of priority moves and Tapu Lele, but if this works, two Pokemon with Prankster and Arena Trap will Encore you forever, while they use Leech Seed and Toxic and hide behind Substitutes. This is another example I use to say trapping might be actually broken in this meta.
 
#5
So Gale Wings and Aerilate work well since you don’t need to invest in the speed stat and can go full mixed for Offense. Salamence-Mega is a boss.

How do Normalize and -ate work? I know the -ates don’t work with each other, as they change something from it’s base to two different things, but technically Normalize gives -ate a Base, which causes all moves to become -ate(able). It could also be the never-ending loop of All moves become normal, All normal moves change type, All move become normal, which leads back to the user’s own ability taking precedence. Could you please confirm?

What about ability changing moves and forms, I.e. Mega Forms, Worry Seed, Simple Beam? (So far, you mentioned ability negating moves, or transferring abilities).
Does the partner keep the original abilities?

What about Z-moves? If one Pokémon holds a Normalium-Z, and another holds a Waterium-Z, does each Partner get to chose either of the 2 Z-moves? Same for Pokémon specific Signature Z-moves like Eevee using Evoboost based on Last Resort, what if your other Pokémon in play has Last Resort, can they use Evoboost instead (or as well as) Eevee? You mentioned they get access to all of their moves, 8, but technically a Z-move is a move...

Lastly, what about Pokémon Specific abilities, such as Cherrim’s Flower Gift? Remember Flower Gift boosts itself and it’s partner, so if you have a partner with shared Flower Gifts under sunlight, you have x 2.25 Attack and x 2.25 Special Defense. Frufrou doubling Defense patches up the missing Defensive piece. Persian-Alola can be used instead for Speed.

Sturdy + Wonderguard Shedinja + Pain Split level 2 Probopass? Does the teammate get Wonderguard too? Does Shedinja at least get Sturdy? Set up Misty Terrain or Safeguard, and only Curse, Leech Seed, Weather, Fire Spin/Magma Storm, and Confusion can kill it, especially if it has Protective Pads.

For switching, what about U-turn, Baton Pass, Volt Switch, Parting Shot, Red Card, Emergency Exit, Etc.?

Lol, Fluffy + Dry Skin Parasect under Sunny Day vs Flash Fire + Blaze Fire (STAB) V-Create + Me First = 2 x 2 x 4 = 16 x 1.5 = 24 x 1.5 = 36 x 1.5 = 54 (type effectiveness multiplier) x 180 (V-Create)= 9,720 Base power x 1.5 (STAB) = 14,580 x 1.5 (Me First) = 21,870 Base power + 12% Total HP end of turn damage from Dry Skin. *Just Saying!
 
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#6
Hyped for this meta

OM! Wonder Guard is right there on the banlist in the OP, so don't worry.

Weather in general is going to be great in this, since every weather now has a speed-boosting ability. Chlorophyll + Solar Power, Sand Force + Sand Rush, the aforementioned Swift Swim + Water Bubble; heck, just Swift Swim in general. Hail could be an under-the-radar threat, with the ability to quickly set up Aurora Veil and start dealing death every which way.

Electric Terrain could be right up there, with Raichu-A being able to speed up its partner to ridiculous levels. But man, there's just all kinds of stuff you can try to do in this meta.

By the way, Serperior + Victini = Contrary V-create. That is all.

P.S.: someone's gonna bring this degeneracy up eventually, so it may as well be me: Entrainment Truant Durant. Cripple both opponents with 1 move!

Man this is gonna be great.
 

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#7
Agreeing with the above post that Scarf Durant is borderline broken. You can get around its usual basic checks pretty easily: Hoopa-U is neutered with Intimidate switchins triggering twice; Prankster Taunt can be fixed by leading Durant + Prankster for +1 priority Entrainment (and switching into Shadow Tag on turn 1); if an opponent's Pokemon has U-turn and tries to U-turn themselves you can just use Entrainment on the Pokemon that doesn't have U-turn so the replacement gets Truant from it. Probably should be banned in order for format to be playable and not devolve into a WHOSE ENTRAINMENT TEAM BEATS ENTRAINMENT BETTER match.

Also, Dancer seems to be broken - I tried using Fiery Dance with Volcarona next to Oricorio and it went like "Oricorio used Fiery Dance! But it failed!" so idk whats going on
 
#8
Intimidate seems crazy good, basically forcing any physical attacker out every time you bring in an Intimidate 'mon, but that makes me think that Milotic might also be crazy good with a Special Attacking Partner. +4 SpA on both pokemon if they bring in Intimidate. Yeah. That's something. Other combos: Smeargle + anything could be insane, like for example Geomancy Smeargle and Prankster Thundurus, giving Smeargle Prankster, and Thundurus a crazy setup move. M-Salamence + Talonflame also seems good of course, Talonflame with Priority flying type return and M-Mence with Priority whatever. Good hyper offense combo, though if either loses hp they're sorta screwed. M-Gyarados + Hoopa-U could be fun, Hyperspace Fury Gyarados might be hard to do anything about, and Mold Breaker seems great in this metagame to deal with all the OP doubled abilities.
 
#9
Hello. I am Evanile.
And this is jackass

As the usual with things led by Jasprose, I shall now give all of you things that are probably gonna be worthless later due to bans and/or meta changes and/or i just pick really shit examples.
So, horray.


Stuff that appreciates they aren't completely shit in movepool/ability anymore
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 SpA / 4 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Ice Beam
- Fusion Bolt
- Roost
- Protect

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power

Mimikyu @ Lum Berry
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shadow Claw
- Shadow Sneak
- Play Rough
- Swords Dance

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Protect
- Thunderbolt
- Dazzling Gleam
- U-turn

Volcanion @ Air Balloon
Ability: Water Absorb
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
- Steam Eruption
- Heat Wave
- Earthquake
- Sludge Wave


Kyurem appreciates not only gaining literally anything that isn't Teravolt, but it also appreciates gaining nearly any move for its moveset. Pair with a Victini to give it access to V-Create, Bolt Strike, and U-Turn while giving it recovery and access to a strong Ice move, Excadrill for dual boosted speed in Sandstorm as well as permanent Mold Breaker active to spam Earthquake and Rock Slide with, Tapu Koko to just start clicking Fusion Bolt till everything in front of you dies, or Smeargle to pass on any boosting move or offensive moves while having Smeargle Protect and Spore targets if necessary.

Diancie already has a nice ability, but its movepool's a bit shallow despite having some of the best offensive stats out there. 160/160/110 is amazing, and giving it actual attacks could help it out quite a bit. Genesect provides BoltBeam and Flamethrower, while also giving Diancie a damage boost to one of its offensive types which it also appreciates. Victini, like with every other Pokemon, helps out Diancie through V-Create, Bolt Strike, and U-Turn, although Heat Wave and Glaciate are also there which it likes if it's running more Special Attack.

Mimikyu just wants an ability that helps it out, and maybe Fighting coverage. Terrakion gives Rock Slide and Close Combat, but Justified could be replaced with something better. Or you can give it Kyurem-Black with Fusion Bolt and Rock Slide to make Mimikyu and Kyurem start tearing through teams.

Tapu Koko is essentially 'Give me anything that has strong physical electric or fairy coverage'. Pair with Victini, Kyurem-Black, or a Raichu-Alola.

Volcanion likes having immunities. Sap Sipper from Goodra or Bouffalant are nice, same with Levitate from Latios, Latias, or Gengar. It also provides an immunity itself in Water Absorb.




Stuff that gives immunities... and stuff

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Lava Plume
- Earth Power
- Rock Slide
- Taunt

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Calm Mind
- Dragon Pulse
- Psychic

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Recover
- Surf
- Earthquake
- Sludge Wave

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Flamethrower
- Focus Blast
- Sludge Wave

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Giga Drain
- Dragon Pulse
- Earthquake
- Protect


Heatran gives Flash Fire, and lets you spam Lava Plume from its moveset to your liking, alongside your ally Mon doing the same.

Gastrodon gives Surf spam, like Heatran did Lava Plume, but also provides recovery with... Recover.

Goodra gives Sap Sipper, but has a lack of spread Grass moves (are there any?). However, Goodra has a massive supporting movepool, Muddy Water being notable for hitting only the two enemies

Sceptile-Mega gives Lightningrod to support Gyarados and Pelliper, as well as things that are just 2x weak to Electric. It also gives Synthesis, which is useful for recovery against sun-based teams.

No set listed, but the Terrain mons can be put under a boat here. Bulu gives Swords Dance, Horn Leech, Sperpower, and everything a 'resistance' to Earthquake damage, a supercommon move in doubles. Koko gives no immunity except to Sleep, but also gives Thunderbolt and boosted damage for it. Lele gives a removal of Priority and Psyshock, Focus Blast, Shadow Ball, Moonblast... probably one of the better ones, especially for things like Deoxys. Fini gives a 'resistance' to Dragon, but Dragon moves aren't too common. It does give Haze, Scald, and Ice Beam, though.




Stuff that gives moves to everything else
Smeargle @ Focus Sash
Ability: Technician
EVs: 252 HP / 4 Atk / 252 Spe
Hasty Nature
- Protect
- Spore
- Bolt Strike
- Blue Flare

Genesect @ Choice Scarf
Ability: Download
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Ice Beam
- Thunderbolt
- U-turn

Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Heavy Slam
- Rock Slide
- Earthquake
- Ice Punch


Smeargle has literally every move in the game besides Chatter and a small other list that's nearly entirely unimportant.

Genesect gives BoltBeam, Flamethrower, U-Turn, Extreme Speed, and U-Turn, all of which nearly everything appreciate.

Aggron has one of the larger physical, special, and supporting movepools out there (see: my post for Gods and Followers). It can also appreciate nearly anything else's moveset, so you can just set up your Aggron to have whatever moves the rest of your team desires, then add Rock Slide for its own STAB or Heavy Slam if running Aggronite.




Pokemon who give boosting moves
Genesect @ Focus Sash
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Iron Head
- Extreme Speed
- Flamethrower
- Shift Gear

Landorus-Therian (M) @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rock Polish
- Swords Dance

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Earthquake
- Dragon Dance

Volbeat (M) @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Tail Glow
- Tailwind
- Dazzling Gleam
- Moonlight

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost


Genesect gives Shift Gear, and is quite a bit nicer than Klinklang, due to a better defensive typing and more utility.

Landorus-Therian gives Calm Mind, Swords Dance, and Rock Polish, as well as Rock Slide and being a partner with an immunity to Earthquake. Also Intimidate.

Tyranitar gives Dragon Dance and Rock Polish, but Dragon Dance is most likely the better one here. STAB Rock Slide is also useful for a doubles meta. Sand Stream also supports Sand Rush abusers like Kyurem-Black+Excadrill... or Excadrill+anything, really.

Volbeat gives Prankster Tail Glow and Prankster Tailwind, as well as priority healing with Moonlight.

Volcarona gives Quiver Dance. I doubt I need to say why that's amazing for a bunch of Pokemon, but basically any special attacker nearly ever has dreamed of having this wonder of a move, so giving anything you desire access to it is amazing. Even physical attackers can use Volcarona, since Quiver boosts Speed and Special Defense, and it gives Roost.




If there's any errors here, lemme know and I'll fix.
 
#10
Why didn't anyone mention this one:
Kyurem-Black @ Life Orb / Choice Band / Toxic Orb / whatever
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Speed
Adamant / Jolly Nature
- Frustration / Facade
- Fusion Bolt
- Dragon Claw / Explosion
- Protect / Roost

Glalie-Mega @ Glalitite
Ability: Refrigerate
252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Frustration
- Bolt Strike / Substitute
- Protect
- Filmer

Finally Kyurem gets powerful physical ice STABs thanks to refrigerate.

Also, Belly Drum - Gluttony or Unburden Zygarde looks interesting (paired with Slurpluff or Snorlax, the latter gets STAB eSpeed from Zygarde).
 
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#11
I been playing this meta game for about two weeks on the rom since I heard about it. This other meta game has so many great ideas to be fun and fresh. The only problem I have found is the abuse of common or overwhelming tactics that keep your opponent from moving/attacking (not immunities like flash fire etc). I read the gen 6 forums of this meta game and there are some clear cut bans needed even with buffs/nerfs to Pokémon this gen. The first thing needs to banned is clearly spore,sleep powder, hypnosis etc with prankster this literally stops all mons from being effective in battle expect dark types who are immune to prankster. A sleep clause won't completely fix this issue now with no guard (mega pidge) it can easily stop any teams momentum. It's obvious prankster/ no guard isn't the problem but ability to status the opponent using priority or out speeding.

Another pressing issue is the ability serene grace with any scarf mon with rock slide. There's not much you can do but play in the hands of getting flinch. Either hope rock slide misses or hope, out of the 2- 60% chances you don't flinch. Outside of rock slide i couldn't any other way that puts the opponent is a helpless state. Other than spamming air slash on one target or double power herb sky attack (gimmick plz don't try). Taking out rock slide will lead to many mons losing coverage or missing out on hitting both your opponent Pokémon when you're protecting with one of your own and hoping that Pokémon is being targeted down(situational).

There are more problems but I can't remember them at the moment. I will probably post another later. ;D hopefully ppl call me out on my grammar and stuff...... I'm serious. Anyway I found certain abilities so be useful now that your partner will have the same ability.


Plus/minus
Dancer
Swiftswim/slushrush/sandrush
triage (gimmicky)
toughclaws
strongjaws
flash fire
water bubble (might need a ban)
battery( super cool gimmick that works)
berserk
tinted lens
adapability
steelworker
technician
sturdy
that's all of of the top of my head but with more ppl they probably remember more.
Yanmega @ Buginium Z
Ability: Tinted Lens
EVs: 48 HP / 252 SpA / 8 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Air Slash
- Giga Drain
- Hidden Power [Fighting]


Porygon-Z @ Silk Scarf
Ability: Adaptability
EVs: 48 HP / 252 SpA / 8 SpD / 200 Spe
Modest Nature
IVs: 0 Atk
- Tri Attack
- Ice Beam
- Thunderbolt
- Shadow Ball

kill me (Whimsicott) @ Life Orb
Ability: Prankster
Level: 69
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Memento
- Moonblast
- Growth


Sigilyph @ Choice Scarf
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Energy Ball
- Psychic
- Dazzling Gleam


Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Quiet Nature
IVs: 0 Atk
- Eruption
- Lava Plume
- Flash Cannon
- Earth Power


Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Earth Power
- Ice Beam
- Stealth Rock

this probably my favorite team to use you just set up tailwind and sealthrocks first turn.When Nidoking/whimsicott dies send in yanmega and heartan then lava plume everything until everything dies.
 
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#12
that reminds me there is also a glitch when having any choiced mon on a team if can sometimes lead to your Pokémon failing a move or be locked into a didn't choiced move even your choice move is different.

edit: Flower gift didn't stack as far as my testing went . Also the Pokémon main ability take priority over its partner(that's how it should work there are still some glitches)
ex. Delcatty normalize mega pinsir pinsir will still have flying types attack when delcatty will still have normal
edit2: :P I just like doing this anyways Z moves only affect the pokemons main moves (can't evo boost /zconversion)
 
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#13
Oh hey, I'm back, changed my icon thingy, and I found a bunch of weird things, whether they be bugs, just nuances with the system I found interesting, or whatnot.

Buggy -Ate Abilities: Pt. 1

Told Jasprose I'd go ahead and start to go discover bugs since I was bored, and well, I found a few. The first one I tested out was with -Ate abilities, using Pinsir-Mega and Sylveon. When using Quick Attack back and forth, I started to realize there was an inconsistency with the effectiveness - the game seemingly rolls to choose which -ate it will use per attack. Turn 4 shows them both selecting Aerilate, Turn 5 shows them selecting Pixilate, and then Turn 6 shows the other scenario, where they randomly select one or the other to prove the point.






Surge Abilities

I then went after the Surge abilities. Koko and Bulu were selected, and initially my results were... a bit disappointing? Koko would activate Grassy Surge, then Bulu would activate Electric Surge, then Grassy Surge again. I suspected Koko was repeatedly proccing first (results below) due to a higher Speed, which is normal in Doubles, but once both were set to the same speed, like the result above they would randomly decide which Terrain would activate first.

Not only does this show it randomly selects which terrain if a speed tie occurs, but it also shows that the game prioritizes activating the ally's ability first - when it went Koko-Bulu-Bulu, I suspect the game was actually trying to do Koko-Bulu-Koko-Bulu, but since they activate each other's abilities, the 2nd Koko gets canceled. Since the first one gets Grassy Terrain up, then Bulu's first activation gets up Electric Terrain, the second Koko, which would be its normal ability, Electric Surge, gets canceled since it's already active. Then, Bulu's normal ability gets activated, resulting in Grassy Surge being up.


Rather than putting down every individual picture, have the links to them. It's faster for both of us.

Surge Abilities (Koko Faster)
http://prntscr.com/h0ebzu
https://prnt.sc/h0ec5c
https://prnt.sc/h0ecyv

Surge Abilities (Speed Tie)
https://prnt.sc/h0edb
https://prnt.sc/h0edcu
https://prnt.sc/h0eden




Receiver

I'll be the first to say I love Passimian. And I figured there'd be a bug here for this, but actually, it works as intended. Proof's below as with the others.




-Ate Abilities: Pt. 2

After doing the Reciver test, I realized I forgot to do Delcatty results.

These were a bit different.

With Pinsir-Mega, a Mega that gains its -ate ability after a mega evolution, Normalize never had any effect. Despite the number of turns I tested on, Tackle and Quick Attack always were Flying-type.

However, with Sylveon, a Pokemon with an -ate ability that isn't with Mega Evolution, Normalize took priority always.

Position also doesn't matter, shown by the Mega-Pinsir images. I had a Sylveon dual-image, but I deleted it on accident because it's midnight ok

Mega-Pinsir




Sylveon


i hope i didn't make any mistakes editing this.
 
#15
How do Normalize and -ate work? I know the -ates don’t work with each other, as they change something from it’s base to two different things, but technically Normalize gives -ate a Base, which causes all moves to become -ate(able). It could also be the never-ending loop of All moves become normal, All normal moves change type, All move become normal, which leads back to the user’s own ability taking precedence. Could you please confirm?
Normalise applies on the same layer as -ate abilities do (it's essentially an -ate in reverse), so theoretically Normalise + -ate should work the same as -ate + -ate does.
 
#16
Normalise applies on the same layer as -ate abilities do (it's essentially an -ate in reverse), so theoretically Normalise + -ate should work the same as -ate + -ate does.
Interesting. I did as many turns as I could with two tabs open (about turn 18 both the Doublade and Honedge had died) with the Sylveon and Delcatty but the results never changed, while with Pinsir they were also consistently Flying-typed. Sylveon and Pinsir were the ones where things started to go awry.

I'll go do some testing again later to go figure out if anything's up with that.

like anyone will have out 2 -ate mons at once but hey for the sake of science


Edit: Jaspy, might wanna change this line:

What happens when abilities overlap? (eg. Refrigerate and Pixilate)
The one of the user takes priority. The other's effect won't work.
 
#17
So basically infinite life:

While Sun is Up

Sturdy + Harvest + Berry Juice = Starvest

Level 1 Phantump (Pain Split, Leech Seed, Trick Room, Will-o-Wisp) + Aron (Endeavor, Toxic, Sunny Day, Roar.) or Shuckle (Infestation, Safeguard, Sunny Day, Toxic)
-------
Rattled + Justified = Rattified

+ 6 Attack and Speed when an ally uses Beat Up on you

Rattled + Harvest + Kee Berry = Ratvest

+ 6 Speed and Defense when an ally uses Beat Up on you

(keep in mind Passimian has both Beat Up & Receiver, so it can hold one of the abilities and provide Beat Up).
 
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#18
So basically infinite life:

While Sun is Up

Sturdy + Harvest + Berry Juice = Starvest

Level 1 Phantump (Pain Split, Leech Seed, Trick Room, Will-o-Wisp) + Aron (Endeavor, Toxic, Sunny Day, Roar.) or Shuckle (Infestation, Safeguard, Sunny Day, Toxic)
-------
Also Justified + Harvest + Beat Up + Kee Berry = Justivest Up!

+6 Attack and Defense when an ally uses Beat Up on you

Rattled + Justified = Rattified

+ 6 Attack and Speed when an ally uses Beat Up on you

Rattled + Harvest + Kee Berry = Ratvest

+ 6 Speed and Defense when an ally uses Beat Up on you

(keep in mind Passimian has both Beat Up & Receiver, so it can hold one of the abilities and provide Beat Up).
Multi-hit moves like Icicle Spear (Mamoswine, Cloyster), Rock Blast (Cloyster, most Rock types), and Bullet Seed (Ambipom, Cinccino, most Grass types) break the first strategy easily. Spread moves also render it nearly useless, since it is forced into taking multiple hits per turn (Rock Slide notable due to how many mons get it, use it in Doubles, and its flinch rate.)

Every other strategy past that won't work, since Harvest only activates at the end of a turn.

At least do testing before spouting out ideas that don't work.


EDIT: I don't even think Berry Juice gets Harvested.
 
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#19
Multi-hit moves like Icicle Spear (Mamoswine, Cloyster), Rock Blast (Cloyster, most Rock types), and Bullet Seed (Ambipom, Cinccino, most Grass types) break the first strategy easily. Spread moves also render it nearly useless, since it is forced into taking multiple hits per turn (Rock Slide notable due to how many mons get it, use it in Doubles, and its flinch rate.)

Every other strategy past that won't work, since Harvest only activates at the end of a turn.

At least do testing before spouting out ideas that don't work.


EDIT: I don't even think Berry Juice gets Harvested.
So basically if i use a Sturdy Pokemon with Wide Guard then i can use my strategy?
Both Geodudes, Sheildon, and Nosepass have it, and since they share with Phantump, they can just alternate when each partner will use Wide Guard

Evidence of success/test: http://replay.pokemonshowdown.com/rom-gen7partnersincrime-167909
Team: To make it more successful, I added Sunny Day over Torment on Probopass, Pain Split works as an instant heal, especially in Trick Room, when Drought wears off. Sunny Day works wonders under Trick Room, restoring it, as one partner uses Wide Guard so that at worse (say both opponents use return on nosepass), you take damage after you sunny day, heal with berry, take another return for damage, surviving since the berry already healed you, and then just let harvest restore it at the end of the turn.
Nosepass @ Oran Berry
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Pain Split
- Magic Coat

Vulpix @ Oran Berry
Ability: Drought
Level: 1
IVs: 0 HP / 0 Atk
- Pain Split
- Will-O-Wisp
- Protect
- Safeguard

Phantump @ Oran Berry
Ability: Harvest
Level: 1
Shiny: Yes
Quiet Nature
IVs: 0 HP / 0 Atk
- Leech Seed
- Imprison
- Will-O-Wisp
- Trick Room

Shieldon @ Oran Berry
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Toxic
- Sandstorm

Magnemite@ Oran Berry
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Magic Coat
- Toxic
- Recycle
- Endure

Shuckle @ Oran Berry
Ability: Sturdy
Level: 1
EVs: 196 SpA / 36 SpD
Calm Nature
IVs: 0 HP / 0 Atk
- Infestation
- Safeguard
- Sunny Day
- Toxic
 
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#20
So basically if i use a Sturdy Pokemon with Wide Guard then i can use my strategy?
No, because Multi-hit moves still work against it, you can still be poisoned, flinched, dual-targetting one of the Pokemon renders the tactic useless due to how limited the speed of using Harvest/Sturdy is...

Ok, enough rambling to this guy, time to do what I promised Jasprose.
Here's the first sample team for y'all. Go steal and test on ROM or whatever.




Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Grass Knot
- U-turn
- Gunk Shot

Greninja does exactly as you'd expect it to do; give coverage to the rest of the team. Protean is incredibly borkd, keeping the ally's type whatever of the last move it used even once Greninja dies (but as long as the partner DOES do a move). Gunk Shot and U-Turn help out Kyurem, Kartana, and Mamoswine more, while Ice Beam and Grass Knot help Volcarona and Koko. It also helps they can use their own attacks to select their typing, instead of having to rely on Greninja's moves to select a typing.



Kyurem-Black @ Electrium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Earth Power
- Roost

Kyurem just comes in and starts breaking things, either with Electric Surge up, Protean, or can carry Thick Fat to become a bit... Fatter. Dragon Claw is for Kyurem's use only, while Fusion Bolt helps Koko and Earth Power helps Greninja and Volcarona nail a few Steels, notably Heatran for the latter. Roost helps Mamoswine's survivability alongside Kyurem's, with both liking the reduced Ice and Fire damage.



Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

You'd think that Volcarona is the one abusing everything else's moves, but that tends to not be the case. With Volcarona, passing Quiver Dance around to things with better defenses, access to Roost themselves, and better defensive typings is an incredibly useful thing, where giving Quiver to Kyurem-Black can spell the end of all worlds, or giving it to Kartana to patch up slightly its lackluster Special Defense while helping its Speed out. Once Volcarona dies, too, the boosts from Quiver stay, and a new threat, say, a Kyurem at +1 from Quiver and a Greninja gets sent out, can make the one with the boosts even more terrifying than they were with Volcarona in.



Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 SpA / 4 Atk / 252 Spe
Hasty Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

For a tl;dr for what Koko does, he comes in with Mamoswine, Kyurem-Black, or Greninja, and abuses their increased movepools and bonus abilities to go ahead and tear through teams before it dies, or comes with Volcarona for dual Quiver Dance. One of the most threatening things due to passing Electric Surge and Thunderbolt around, as well as a nice spread move in Dazzling Gleam and Roost.



Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Protect

Mostly a suicide Pokemon meant to help Kyurem out, he also can come in with Kartana to give it a good way to give Kartana's moveset a buff. Protect is here due to spread move Earthquake which both it and its partner can carry, and Thick Fat is useful for basically everything since a flat extra resistance increase is always nice.



Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Protect

Comes in with Greninja or Kyurem and starts clicking Sacred Sword or Gunk Shot/Fusion Bolt until it dies. It's fast enough to use its speed effectively, and doesn't mind being forced with Volcarona since Quiver Dance gives it a useful Speed and Special Defense bonus. It's less about making a team that has only 3 pairings of 2 that work together, but having a team that can function effectively no matter what's out.




Raw Copy-Pastable:
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Grass Knot
- U-turn
- Gunk Shot

Kyurem-Black @ Electrium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Stone Edge a
- Earth Power

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Psycho Cut
 
#21
No, because Multi-hit moves still work against it, you can still be poisoned, flinched, dual-targetting one of the Pokemon renders the tactic useless due to how limited the speed of using Harvest/Sturdy is...

Ok, enough rambling to this guy, time to do what I promised Jasprose.
Here's the first sample team for y'all. Go steal and test on ROM or whatever.




Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Grass Knot
- U-turn
- Gunk Shot

Greninja does exactly as you'd expect it to do; give coverage to the rest of the team. Protean is incredibly borkd, keeping the ally's type whatever of the last move it used even once Greninja dies (but as long as the partner DOES do a move). Gunk Shot and U-Turn help out Kyurem, Kartana, and Mamoswine more, while Ice Beam and Grass Knot help Volcarona and Koko. It also helps they can use their own attacks to select their typing, instead of having to rely on Greninja's moves to select a typing.



Kyurem-Black @ Electrium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Earth Power
- Roost

Kyurem just comes in and starts breaking things, either with Electric Surge up, Protean, or can carry Thick Fat to become a bit... Fatter. Dragon Claw is for Kyurem's use only, while Fusion Bolt helps Koko and Earth Power helps Greninja and Volcarona nail a few Steels, notably Heatran for the latter. Roost helps Mamoswine's survivability alongside Kyurem's, with both liking the reduced Ice and Fire damage.



Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

You'd think that Volcarona is the one abusing everything else's moves, but that tends to not be the case. With Volcarona, passing Quiver Dance around to things with better defenses, access to Roost themselves, and better defensive typings is an incredibly useful thing, where giving Quiver to Kyurem-Black can spell the end of all worlds, or giving it to Kartana to patch up slightly its lackluster Special Defense while helping its Speed out. Once Volcarona dies, too, the boosts from Quiver stay, and a new threat, say, a Kyurem at +1 from Quiver and a Greninja gets sent out, can make the one with the boosts even more terrifying than they were with Volcarona in.



Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 SpA / 4 Atk / 252 Spe
Hasty Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

For a tl;dr for what Koko does, he comes in with Mamoswine, Kyurem-Black, or Greninja, and abuses their increased movepools and bonus abilities to go ahead and tear through teams before it dies, or comes with Volcarona for dual Quiver Dance. One of the most threatening things due to passing Electric Surge and Thunderbolt around, as well as a nice spread move in Dazzling Gleam and Roost.



Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Protect

Mostly a suicide Pokemon meant to help Kyurem out, he also can come in with Kartana to give it a good way to give Kartana's moveset a buff. Protect is here due to spread move Earthquake which both it and its partner can carry, and Thick Fat is useful for basically everything since a flat extra resistance increase is always nice.



Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Protect

Comes in with Greninja or Kyurem and starts clicking Sacred Sword or Gunk Shot/Fusion Bolt until it dies. It's fast enough to use its speed effectively, and doesn't mind being forced with Volcarona since Quiver Dance gives it a useful Speed and Special Defense bonus. It's less about making a team that has only 3 pairings of 2 that work together, but having a team that can function effectively no matter what's out.




Raw Copy-Pastable:
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Grass Knot
- U-turn
- Gunk Shot

Kyurem-Black @ Electrium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Fusion Bolt
- Stone Edge a
- Earth Power

Volcarona @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Roost

Tapu Koko @ Focus Sash
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- U-turn
- Roost

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Protect

Kartana @ Focus Sash
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Psycho Cut
No. actually no i cannot be poisoned, burned, or seeded, or Sandstormed due to Imprison, which both Pokémon can use- I also say this because Imprison targets the user, so if it is used before Phantom has switched out Shieldon gets all of the effect while gaining a teammates new moves. When moves change Imprison doesn’t wear off, as Smeargle with Imprison and Transform will prove...

Phantump @ Oran Berry
Ability: Harvest
Level: 1
Shiny: Yes
Quiet Nature
IVs: 0 HP / 0 Atk
- Leech Seed
- Imprison
- Will-O-Wisp
- Trick Room

Shieldon @ Oran Berry
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Toxic
- Sandstorm

Assuming Drought was in effect, Trick Room can also allow for For Sunny Day to be used first the turn after Sunny Day wears off, while it's partner uses Wide Guard.

Dual Targeting: I did use Leech Seed for a reason...
Say Gyarados uses Crunch on Shieldon, its Berry heals to full HP, next pokemon targets with Crunch, while at full HP, Sturdy keeps it alive.

Leech Seed Heals HP before end of turn Harvest activates, so since Shieldon is at 1 HP, Leech Seed heals to fully HP, then Harvest restores the Oran Berry and keeps it alive, ready to heal it next turn when even if it is targeted twice again.

Besides Fake-out, Rock Slide is the most common form of flinch. Rock Slide is stopped by Wide Guard either way. Phantump is a Ghost type so it can Trick Room while Shieldon has used Wide Guard, it cannot be hit by Fake Out Since Ghost types are immune to normal moves.

Under Trick Room; you don’t get flinched and go first.

P.S. I only made my teammates have 11 HP (Base 45 HP or less), which after surviving with Sturdy makes their HP 1, this means Oran Berry’s 10 HP heal just enough to heal them to 11 HP

You can see my replay in my previous post.

Lastly, I use Leech Seed so Both teammate’s can heal at end of turn if sun runs out for Harvest. Each teammate targets a different foe.

I think I covered my bases.

Also, since Imprison blocks status moves anyways, I also use Nosepass on my team, since Toxic won’t be an issue. Pain Split basically cuts any type of foe’s HP in half, speeding up Toxic, Will-o-Wisp, Leech Seed, etc. damage, and heals the user in the process which is a nice plus.

Magic Coat if you fear they will status you before Imprison is used.

Nosepass @ Oran Berry
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Pain Split / Magic Coat
- Toxic

Another replay: http://replay.pokemonshowdown.com/rom-gen7partnersincrime-168141
 
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#23
Who else is hyped for this meta. Mega Gengar and Normalize Entrainment Follow Me Shenannigans are going to be prime.
What? Neither Gengar nor Delcatty gets Entrainment or Follow Me. Gengar does get Skill Swap though, which could be abused in conjunction with Normalize (for instance, Delcatty uses Skill Swap on either opponent while Gengar megas, then sacrifice Delcatty to safely bring in a Smeargle that knows Acupressure, Follow Me, and Heart Swap). Simplest solution: ban Shadow Tag (including Gengarite) and Arena Trap.
 
#24
Komala @ Leftovers
Ability: Comatose
EVs: 252 HP / 252 Spe
Jolly nature
- Protect
- Sleep Talk
- Sucker Punch
- U-Turn

Murkrow @ Focus Sash
Ability: Prankster
EVs: 252 HP / 252 Spe
Jolly Nature
- Whirlwind
- Thunder Wave
- Endure
- Snatch

+ Any hazard setter; something that can violently dispose of itself is ideal, so you can lead with it and get Komala+Murkrow in clean.

Comaphasing was always """"fun"""" but now it's at +1 priority! Counters include: Psychic terrain, faster priority, Magic Bounce, Magic Guard.
Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Ice Fang

Barbaracle @ Rockium Z
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Earthquake

Bruxish @ Life Orb
Ability: Dazzling
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Psychic Fangs
- Swords Dance
- Protect

So here's a core based around doing hella damage at +0 Priority with boosted Speed and backing it up with Dazzling Bruxish, which thanks to Strong Jaw's stacking, can easily bluff Strong Jaw itself. Or if you like living dangerously you can just go for the 2x Strong Jaw combo and slot in Lele or something. I think this should all speak for itself, so I'll just run some calcs:

+2 252+ Atk Tough Claws Strong Jaw Barbaracle Crunch vs. 252 HP / 252+ Def Cresselia: 408-480 (91.8 - 108.1%) -- 50% chance to OHKO
-2 252+ Atk Tough Claws Strong Jaw Sharpedo-Mega Ice Fang vs. 252 HP / 8 Def Salamence-Mega: 255-302 (64.7 - 76.6%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Strong Jaw Bruxish Psychic Fangs vs. 252 HP / 128+ Def Tapu Fini: 368-434 (106.9 - 126.1%) -- guaranteed OHKO
-2 252+ Atk Life Orb Tough Claws Bruxish Psychic Fangs vs. 0 HP / 0 Def Marshadow: 268-320 (83.4 - 99.6%) -- guaranteed 2HKO

Now you may be wondering, "This is all nice and good, but how are you supposed to find the space to let these fragile mons set up?" to which I answer, figure it out ya damn self.
Comfey @ Life Orb
Ability: Triage
EVs: 252 HP / 252 SpA / 4 SpD
Bold Nature
- Draining Kiss
- Floral Healing / Synthesis
- Synthesis / Helping Hand
- Protect

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Draining Punch
- Close Combat / Shadow Sneak
- Spectral Thief
- Hidden Power Ice / Shadow Sneak

Triage outspeeds -ate, which should be enough to make you take notice. Marshadow and Comfey have a fun little synergy with Technician Draining Kiss. Check this out:

252+ SpA Life Orb Technician Comfey Draining Kiss vs. 252 HP / 92 SpD Salamence-Mega: 257-304 (65.2 - 77.1%) -- guaranteed 2HKO
252+ SpA Life Orb Technician Comfey Draining Kiss vs. 240 HP / 152 SpD Zygarde: 229-273 (54.9 - 65.4%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Life Orb Marshadow Drain Punch vs. 0 HP / 0 Def Tapu Koko: 88-105 (31.3 - 37.3%) -- 84.9% chance to 3HKO
252+ SpA Life Orb Technician Comfey Draining Kiss vs. 0 HP / 0 SpD Tapu Koko: 164-192 (58.3 - 68.3%) -- guaranteed 2HKO

Roserade might be a viable partner for this, since it also benefits from Comfey's Triage with Giga Drain and still gives Technician.
Bewear @ Silk Scarf / Chople Berry
Ability: Fluffy
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Double-Edge
- Hammer Arm
- Shadow Claw
- Protect

Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 7 Spe
Quiet Nature
- Eruption
- Earth Power
- Heat Wave
- Protect

+ Trick Room

Fluffy halves damage from contact moves and grants a Fire weakness. Flash Fire blocks Fire-type moves. (whispers) It's free real estate damage reduction.
Venomoth @ Focus Sash
Ability: Tinted Lens
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rage Powder
- Tailwind
- Sleep Powder
- Quiver Dance

One hell of a support mon. Tinted Lens donation is fantastic, and it has an array of moves that can assist your teammate. It can't take hits, but played properly, it should only need to stay on the field for one turn to make a serious impact. If you're feeling generous, you can even give it a STAB move. ^_^
 
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#25
Another replay: http://replay.pokemonshowdown.com/rom-gen7partnersincrime-168141

My team was edited:
Strategy: all Pokemon at 49 base HP or less have 11 HP when you turn their HP IVs and EVs into 0, I maxed out Defense and lowered Attack to minimize the COnfusion damage.

Strategy: Use the power of Harvest, Drought, and Sturdy to survive moves, while alternating between each partner using Wide Guard per turn, in the event your foes want to use Earthquake, or Rock Slide.
In doing so, you guarantee survival, and the pokemon not using Wide Guard, can status, and use moves like Trick Room in anticipation for when the SUn wears off, so it cna go first and reactivate the sun. You can use my replay above for how things are done.

Nosepass @ Oran Berry
Ability: Sturdy
Level: 1
EVs: 252 Def
Bold Nature
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Pain Split
- Toxic

Lead with Vulpix so you have Wide Guard first turn. If you know the foe wont use multi-target moves on your first turn, you can use Safeguard, this protects you from status for 5 turns.

Vulpix @ Oran Berry
Ability: Drought
Level: 1
EVs: 252 Def
Bold Nature
IVs: 0 HP / 0 Atk
- Pain Split
- Will-O-Wisp
- Protect
- Safeguard

Immediately switch out to Phantump, so Harvest can reactivate Sturdy through Oran Berry.
It basically guarantees Safeguard, Will-o-Wisp, etc. is an option for the your other lead to handle a variety of threats turn 1, on the switch.
Pain Split is so that if you lead with Sheildon, you have no disadvantage, as Vulpix provides the Pain Split Shieldon lacks that Nosepass has, at least on the turn it switches out...

Mainly Nosepass has everything it needs movepool wise. Shieldon and Geodude provide another set of Wide Guard Sturdy users, with Shieldon's typing being immune to Toxic and Geodude's typing being immune to electric.

Phantump @ Oran Berry
Ability: Harvest
Level: 1
Shiny: Yes
EVs: 252 Def
Bold Nature
IVs: 0 HP / 0 Atk
- Leech Seed
- Imprison
- Will-O-Wisp
- Trick Room

Will-o-Wisp hits Steels where Nosepass' Toxic wont, and Leech Seed is for auto heal regardless of weather, and so that Heatran is defeated.
Pain Split from Nosepass allows it to not only heal itself, but also cut the foe's HP effectively by 1/2 since it will likely take a hit 1x or 2x and then go last to hit the foe with Pain Split. If your teammate also uses Painsplit, then its like they cut down your foe's HP to 1/4 if theyboth target the same opponent.
Trick Room works like a charm, letting Nosepass, etc. reset weather while Phamtump uses Wide Guard. Harvest shall never fade!

Imprison blocks Leech Seed, Will-o-Wisp, Toxic, etc. from happening on my team.

Gotta love how Phantump is immune to Spore, Leech Seed, Fake-out, Extreme Speed, etc.!

Shieldon @ Oran Berry
Ability: Sturdy
Level: 1
EVs: 252 Def
Bold Nature
IVs: 0 HP / 0 Atk
- Wide Guard
- Sunny Day
- Toxic
- Protect

My back-up Sturdy Pokemon that not only has an immunity to Toxic, but also Wide Guard. Protect allows for Toxic & Leech Seed damage to stall in a pinch, and paired with Imprison makes an excellent block on my foe's defense moves. No one uses the move Sandstorm, or Hail, they use Abilities, so there is no need to use more weather moves to Imprison.

Magnemite @ Oran Berry
Ability: Sturdy
Level: 1
EVs: 252 Def / 4 SpD
Bold Nature
IVs: 0 HP / 0 Atk
- Recycle
- Toxic
- Magic Coat
- Endure

Endure works perfectly if my team has switched in on Stealth Rocks, or if it needs to Stall a turn to activate Harvest (i.e. switching in Harvest Phantump).
Here because of Recycle, and Magic Coat. Recycle allows to substitute for Harvest when Sun runs out.

Geodude @ Oran Berry
Ability: Sturdy
Level: 1
EVs: 252 Def
Bold Nature
IVs: 0 Atk
- Wide Guard
- Toxic
- Sunny Day
- Stealth Rock

Shuckle used to be here, but i find that Wide Guard was more necessary than Infestation (Phantump, Vulpix, Magnemite don't have Wide Guard, and need a partner to alternate who uses it).
When your Pokemon is invincible, Stealth Rocks works well because many times a foe might want to switch after a Pokemon has been afflicted by Leech Seed.
 
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